Banjo-Kazooie
Typed out by CheatMan
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TABLE OF CONTENTS
About the Controller..................2
The Story.............................4
The Characters........................6
Controls..............................8
Special Moves........................10
Gameplay.............................16
Collectable Objects..................18
General Features.....................22
The Worlds...........................26
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[pages 2-3 contain information on how to operate the control stick and which
hand configuration to use. Use the 'Right position' to play Banjo-Kazooie.]
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[see above]
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THE STORY
At last, the dirty green and blue smog was beginning to clear. Gruntilda
stood at the topmost window of her Lair, grinning wickedly down on
her latest world. "Tiny creatures far below," she cackled, "which of you'll
be the first to go?" The witch rubbed her hands in glee at the prospect
of putting her favorite invention to good use. It was her pride and
joy: a machine that could suck the physical beauty from its victims
for Gruntilda to absorb like a sponge! And it would certainly teach her
cutesy sister Brentilda a lesson. How dare that interfering do-gooder
inherit the family good looks and leave Gruntilda, well... slightly
disadvantaged in that department? Hah! Not any more, gloated the
witch, picking her nose smugly. Not any more. Turning back to her
bubbling cauldron, Gruntilda began to cast the spell which would reassure
her that she was, of course, the most wonderfully attractive creature in
this bright new world...
Meanwhile, Tooty was skipping home through the sunny green fields of
Spiral Mountain. As she reached the garden gate, a pair of blurry eyes
that could only belong to her good friend Bottles popped up from a
nearby molehill. "Morning, Tooty," he blinked, uncorking himself from
the hole. "And what are your plans for this fine day?"
Tooty jumped up and down excitedly, remembering Banjo's promise. "Oh!"
she squealed. "When my lazy brother gets out of bed, we're going on
an adventure!" "That's nice." Bottles squinted up into the sky. "Hang on,
isn't that your brother up there?"
Tooty turned, and saw an odd shape swooping down towards them at
high speed.
"No, that can't be Banjo," she said, frowning. "I wonder who it is..."
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"Sweeter than me? Prettier than me? Impossible!"
Gruntilda was so furious at the cauldron's words that she could barely
control her broomstick, screeching with anger every time her boots
clipped the treetops.
"As cute as me, you stupid pot? For her own sake, I hope she's not!"
The witch sped recklessly on until her target finally cam into view: staring up
at her from a field far below was the innocent young Honey Bear she'd seen in
the depths of that trecherous cauldron.
Gruntilda cackled. "I need those looks far more than she, and finally perfect I
shall be!" she cried, and sent the broomstick into a steep dive.
Kazooie popped out of the backpack as noise erupted just outside the window.
"Banjo!" she squaked in alarm. "Banjo, wake up!"
The Honey Bear groaned and pulled a pillow over his head. "Aww, Kazooie, it's
too early," came his muffled voice.
"This is no time to be lazy, furface!" trilled the Breegull, swinging anxiously
to and fro. "We've got trouble!"
Banjo yawned, rolled over - and fell out of bed in surprise as Kazooie's
struggles suddenly toppled both the backpack and its stand onto the floor
with a crash.
At the same time a sudden gust of wind blew open the curtains, and beneath the
peals of manic laughter fading into the distance, Banjo heard the helpless cries
of a voice he recognised...
Tooty!
The bear gulped, realising that this was definitely going to be one of those
days.
"Uh, Kazooie, what are you doing down there?" he said in confusion, grabbing the
backpack as he bolted for the door. "This is no time to be lazy - we've got
trouble!"
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THE CHARACTERS
Banjo
A Honey Bear with a love of sleeping, swimming and even dancing when the mood
takes him, Banjo has found life to be just too interesting for its own good
since he found himself 'adopted' by Kazooie. His Breegull friend just seems to
attract trouble like a magnet...
Kazooie
Unlikely as the partnership may seem, Banjo and Kazooie have been firmest
friends since the day they met. Red Crested Breegulls are notorious loudmouths,
but at least there's plenty of truth behind Kazooie's boasts - she and Banjo
together make an extraordinary team.
Tooty
Banjo's little sister, as cute, sweet and innocent as Kazooie is loud, brash and
shameless. Looking after Tooty is a full-time job for Banjo as she tends to
wander off as soon as his back's turned, so his feathered partner's love of
exploration often comes in handy!
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Bottles
A good friend of Tooty, this chirpy little mole has never been too fond of the
loud company kept by Banjo. Under the circumstances Bottles will do all he can
to help - even if that means putting himself on the receiving end of Kazooie's
raucous banter!
Gruntilda
She's selfish, spiteful and nasty, and now she's on a mission to make herself
attractive by stealing the beauty of other people. Unfortunately Gruntilda
doesn't seem to realise that she'll always be ugly on the inside - or if she
does, she really couldn't care less...
Brentilda
The witch's sister is her opposite in every way, and a far better person for it.
Unfortunately even Brentilda's fairy godmother powers aren't strong enough to
let her confront Gruntilda directly, so she offers all the help she can to Banjo
and Kazooie instead.
Mumbo Jumbo
A former teacher of Gruntilda's, this mysterious shaman was betrayed by his
pupil before he could prevent her from putting his magic to bad use. The witch
transformed Mumbo's face into a mask of horror to remain that way until
the day she's overthrown...
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CONTROLS
BASIC MOVEMENT
C Up and C Down Buttons:
Changes level of camera zoom. Press C Up once to view the action
through Banjo's eyes, rotating the Control Stick to look around: press C
Up again to return to the standard view. C Down toggles between two
available levels of outside zoom.
C Left and C Right Buttons:
Rotates the camera angles.
L Button:
Not used.
Z Button (behind):
Makes Banjo crouch. Use the Control Stick to rotate while crouching.
START:
Brings up the Pause Menu.
R Button:
Press once to centre the camera behind Banjo. Keep the R Button pressed to lock
the camera into this position until released.
A Button:
Makes Banjo jump. Hold the A Button longer to make him jump higher.
B Button:
Lets Banjo and Kazooie use one of their attacks.
Control Stick:
Lets Banjo run, walk and tiptoe around depending on how much pressure is
applied.
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PAUSE MENU OPTIONS
Return To Game:
Leaves the menu and continues the game in progress.
Exit to Witch's Lair:
Exits the current level and takes you back to Gruntilda's Lair. [Removed from
final game, so ignore this option.]
View Totals:
Brings up a status report showing the number of jigsaw pieces; musical
notes and special honeycomb pieces collected; and the game time elapsed
so far. Use the C Left and C Right Buttons to view reports for seperate
levels, and the B Button to return to the menu.
Save And Quit Game:
Saves and exits the game in progress.
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SPECIAL MOVES
Banjo and Kazooie have a wide range of more exotic moves to offer, many
performed individually and many more in tandem. Some have to be taught to
you by Bottles before you can make use of them, others require the use of
an item, pad or both. The full list is as follows:
Climbing
Banjo can climb trees, poles, pipes and plenty of other things simply by jumping
onto them and using the Control Stick to clamber up or down. Pressing the A
Button allows him to release his grip and jump off at any time.
Swimming
Normal Control Stick movement automatically switches to surface
swimming when Banjo enters a deep enough pool of water, but he can
also dive beneath the surface by pressing the B Button.
There are two styles of underwater swimming: holding the A Button down lets
Banjo kick his feet and maintain a steady speed, while pressing the B Button
causes Kazooie to spread her wings and give her partner a boost. Pressing the A
Button in mid-boost acts as a water brake.
A blue oxygen meter appears on the left of the screen while Banjo and Kazooie
are underwater, so there's no excuse for running out!
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Feathery Flap
Without actually breaking into flight, Kazooie can use her wings to extend the
range of Banjo's jumps. Press the A Button to jump and then press the A Button
again in mid-air. This can also be used to control Banjo's descent by holding
the A Button when falling.
Forward Roll Attack
A powerful running attack where Banjo dives and tumbles an enemy. Just pick up
some speed then tap the B Button to launch the attack.
Rat-a-tat Rap
Causes Banjo to jump and Kazooie to pop out her head in a flurry of sharp
pecks. Press the A Button to jump and then the B Button while in mid-air. A
useful attack when you want to keep Banjo just out of range of the enemy and it
can also be used to hit objects or enemies just above Banjo's head.
Flap Flip
Kazooie uses her wings to help Banjo somersault, lifting him to areas too high
for just a normal jump. Hold the Z Button to crouch then press the A Button to
jump. Use the Control Stick to steer in mid-air. The longer the A Button is
held, the higher you spring.
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Special Moves (continued)
Talon Trot
Kazooie can give Banjo a break by carrying him around for a while! Press and
hold the Z Button then press the C Left Button to extend the Breegull's legs
continuing to hold the Z Button down while she's running (releasing the Z
Button reverts to normal control). Not only can Kazooie move more quickly than
Banjo, she's also capable of climbing much steeper slopes.
Beak Barge
Combines a shoulder charge from Banjo with a lunge from Kazooie for a strong
sliding attack. Press and hold the Z Button, then press the B Button to barge.
Also a handy trick here and there for overcoming tougher bad guys and smashing
obstacles out of the way.
Beak Buster
Banjo and Kazooie pool their strength in a forceful air-to-ground stomp. Press
the B Button to jump then the Z Button while in mid-air: this move can also be
done from flight. This is useful in any number of situations, not just for
baddie bashing. Hold the B Button down for maximum attack range.
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Egg Firing
Gather up a supply of the blue eggs then Kazooie can use them as handy missile
weapons. Press and hold the Z Button, then press either the C Up Button to fire
a shot straight ahead or the C Down Button to fire a bouncing shot to the rear.
Like many other moves these are often used as much in puzzle solving as they are
in attack.
Shock Spring Jump
The green Shock Spring Jump pads found throughout the game allow Banjo and
Kazooie to reach heights that even the Flap Flip won't take them to. No extra
items are required: just stand on the pad, hold the A Button down and get ready
to do some mid-air steering! The height of the jump can be altered by releasing
the A Button as Kazooie springs skyward.
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Special Moves (continued)
Flight
The red Flight Pads are your starting point for getting the Breegull airborne.
Press the A Button while standing on the pad to see the pair launch themselves
into the air, then use the Control Stick to change direction, climb or dive,
along with the R Button for sharper turns. Hold down the Control Stick to hover
and land. Pressing the A Button in mid-air prompts Kazooie to flap her wings and
gain height, but this uses up one of your supply of Red Feathers each time.
Quick succesive presses of the A Button will see the duo reach giddy heights in
next to no time. Both the Beak Bomb and the Beak Buster can be done in mid
flight.
Beak Bomb
Only available when Kazooie is flying, the Beak Bomb is a lightning-fast attack
which sees Kazooie clecnch up and hurl herself through the air like a missile.
Press the B Button during flight to trigger the assault. Like flapping, this
uses up a single Re Feather every time, but is necessary to defeat certain
enemies and flip high-up switches.
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Wonderwing
Golden Feathers can work wonders for Kazooie's wings, turning them into
a shield strong enough to render Banjo invunerable! Press and hold the Z
Button, then press the C Right Button to trigger the effect. Holding the Z
Button keeps the shield in action, but uses up Golden Feathers at the rate
of one every two seconds.
Stilt Stride
Finding a pair of Wading Boots lets Kazooie carry Banjo across parts of the
level that would normally be impassable (the piranha-infested waters of
Bubblegloop Swamp, for instance). The Stilt Stride is automatically activated
when you pick up a pair of Wading Boots: press the B Button at any time if you
need to end the effect before it wears off automatically.
Turbo Talon Trot
Triggered by the finding of the Running Shoes in the same way that the Stilt
Stride is activated by finding the Wading Boots. This powered-up version of
Kazooie's basic Talon Trot provides the burst of incredible speed that you might
just need to reach your destination on time, and can, like the Stilt Stride, be
brought to an early end if necessary by pressing the B Button.
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GAMEPLAY
Training Area
Spiral Mountain, the peaceful corner of the country that Banjo calls home, acts
as a training ground where you can experiment in relative safety with the moves
taught to you by Bottles the mole. You'll meet this helpful critter for the
first time just outside Banjo's front garden, and from then on you can call him
up to give you a quick lesson by simply standing next to any other molehill and
pressing the B Button. If you want to be able to use any more moves than the
basic jump you start off with, you're going to have to earn them!
When you're ready to leave the peace and safety of the Spiral Mountain area,
simply head for the mountain itself and follow the winding path to the top.
There you'll meet Bottles for the last time in this area, and he'll tell you
whether or not he thinks you've learned enough to see you through the perils
ahead. Bottles' burrow extends far further underground than you might expect, so
don't be surprised to bump into him as you explore later levels. He's got plenty
more tricks up his sleeve than those you've learned in Spiral Mountain...
Structure and Progress
Gruntilda might be ugly, but she certainly isn't stupid. It's an unfortunate
fact that her Lair does a very good job of keeping out anyone who might try to
meddle with her plans.
Finding an entrance to the lair is no problem, but from there you'll find that
cimbing closer to the witch's hideaway at the summit isn't quite so easy.
Exploration of the areas open to you will uncover two main types of doorways
that need to be dealt with as well as a couple of other interesting features
unique to Gruntilda's domain:
Jigsaws
The jigsaws that you'll find on the walls of Gruntilda's Lair aren't themselves
doorways, but completing one will open up a previously locked entrance to
another world. It won't always be an entrance - it could be a grille, a
trapdoor, or something even more exotic - but don't worry about not being able
to find it as finishing each jigsaw triggers a cut scene which shows you the
entrance in question being unlocked.
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To insert any pieces that you've collected into a jigsaw, simply stand on the
floor pad in front of it and press the A Button to slot in one piece at a time,
the Z Button to slot in all the pieces you own (stopping automatically when the
jigsaw's filled), or the B Button to abandon the idea. Pressing the C Down
Button will remove one piece at a time, but only from unfinished jigsaws. The
number of pieces missing varies from one puzzle to the next beginning with just
one for the first but rising quickly after that.
Note Doors
Easily recognised by the musical note engraved upon them, the Note Doors provide
your only way through to the inner sections of Gruntilda's Lair and the new
jigsaws to be found there. You'll soon see that no amount of force will open
them, and this is where the notes scattered throughout each of the levels come
in: the number etched above a Note Door tells you how many notes you need to get
through. If you've gathered enough, it'll swing open without a hitch.
Warp Cauldrons
At certain points in Gruntilda's Lair you're likely to stumble across one of
these handy fixtures, which can save you a lot of trekking around by zapping you
instantly from one part of the world to another. Warp Cauldrons come in coloured
pairs, so to make use of the warp you first need to locate both cauldrons of the
same colour. Then all you have to do is jump into one, and in the blink of an
eye you'll be whisked through the warp to pop out of the cauldron at its far
end!
Spell Books
In her haste to get Tooty bundled safely away in her penthouse den, Gruntilda
failed to notice that she was dropping her precious spell books along the way.
As a result, there are three of these left abandoned somewhere on the path
through the witch's Lair. They're well worth seeking out, as each book contains
a single powerful piece of magic which will almost certainly increase your
chances of making it to the top...
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COLLECTABLE OBJECTS
Don't be put off by the sheer range of items available for Banjo and Kazooie to
pick up on their travels through the various game worlds. Everything has a
purpose, and it won't be long before you'll know instinctively what you need and
when you need it:
Jigsaw Pieces
These are the most important items of all; without them you won't be able to
open the doorways from Gruntilda's Lair to further game worlds. You'll find the
first piece soon after entering the witch's domain, and from then on there are
ten to be found in each world. Whether they're held by other characters, hidden
in hard-to-reach places or waiting to be earned at the end of tricky puzzles,
Banjo and Kazooie are going to need your help to dig them all out!
Musical Notes
Unfinished jigsaws may block your path to new worlds, but it's the Note Doors
which prevent you from reaching higher parts of Gruntilda's Lair itself. Each
Note Door will only open when Banjo's collected a high enough total of musical
notes from elsewhere, and with a hundred to find in each world, he'd better get
searching...
Jinjos
Five of these spirited creatures have been captured and hidden in each world by
the grumpy Gruntilda, who took offense at their happy, helpful nature. Find and
release all five to be rewarded with one of that world's ten jigsaw pieces!
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Eggs
Work well as extra weapons for Kazooie and also form part of the solution to
many of the game's puzzles. Eggs are generally found in small groups and it's
worth stocking up on them when you get the chance. But remember that the ammo
space is limited - no more than a hundred can be carried at any time!
Red Feathers
Kazooie's quite capable of flying, but with a weight like Banjo's to carry
she'll need all the help she can get! After launching yourself from a Flight
Pad, press the A Button to make Kazooie flap, trading one of your Feathers for
a boost in height. Fifty is the maximum number of Red Feathers that can be
carried.
Golden Feathers
These are such valuable items that no more than ten can be carried at any
one time: they allow Kazooie to shield Banjo with her wings, making him
temporarily invunerable. Unlike the Red Feathers, which are used up one
at a time, your Golden ones form a total which ticks slowly down as you
expend their power.
Mumbo Tokens
Gruntilda has snatched away Mumbo's entire collection of these skull-shaped
tokens, and he can't help you with his transformation magic until you retrieve
some of them for him. A sign in his hut will tell you the current cost of a
spell.
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Collectable Objects continued
Extra Lives
Taking the form of golden Banjo statuettes, these tend to lurk in the most
obscure places as a reward for the devoted explorer.
Honeycomb Energy
Banjo's energy bar is made up of five segments which are gradually worn away
from contact with baddies and unsafe ground, or by falling too far. The only way
to replace the lost segments is to collect honeycomb energy: one honeycomb
usually comes as a reward for defeating a minor bad guy, while beehives house a
full three.
Extra Honeycomb Pieces
Banjo's five-piece energy bar can be extended by gathering special hollow
honeycomb pieces. Several of these come as a reward for completing Bottles'
training exercises in Spiral Mountain, and two more are hidden on each of the
worlds to follow. A six-part frame appears in the bottom right of the screen
when one of these pieces is collected, and finding enough pieces to fill the
frame will result in one more segment being added to your maximum energy bar.
Wading Boots
Bottles will be waiting nearby to explain the use of the Wading Boots, which are
only found in worlds featuring terrain dangerous to Banjo and Kazooie. They'll
protect the Breegull's long legs from harm - just make sure you're on safe
ground when the effect wears off!
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Running Shoes
Your mole friend will also brief you on these when the time comes, and as you'd
expect, they grant Kazooie a few seconds of running speed well above her normal
limits. You'll find that they're often used as part of a time-based puzzle...
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General Features continued
Mumbo's Hut
The shaman certainly gets around, and you'll find one of his holiday homes
in several of the game's worlds. It's hard to miss that big gap-toothed-skull
look he's so fond of. Mumbo will be waiting for you inside his hut, but you
won't get much out of him unless you've brought enough Mumbo tokens (as
shown on the nearby sign) to earn yourself a burst of magic. Some of the
jigsaw pieces have been hidden so cleverly that it'll take the talent of a
native animal to find them, so it's just as well that Mumbo Jumbo
specialises in transformation spells. Stand on the skull pad before him
and press the B Button to be zapped into the current level's creature of
choice. Don't worry about being stuck in a different form as it doesn't
cost anything to have Mumbo remove or recast the spell once you've
paid for it the first time.
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[A fabulous portrait of the world famous Mumbo Jumbo]
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THE WORLDS
Gruntilda's Lair
The colossal hag's-head leering out over Banjo's homeland isn't much prettier
from the inside, and it's no help that Gruntilda's idea of tasteful decoration
is based around big pictures of herself. Still, at least the Lair's a varied
sort of place with mossy caverns, twisting pipes, great tidal lakes and even the
odd burst of woodland all clustered together in an eerie kind of harmony.
Mumbo's Mountain
The first jigsaw door that you'll be able to open from the witch's den leads to
this world, the Shaman's home turf which he's tried hard to protect from
Gruntilda's spiteful magic. You'll find Mumbo in the village on top of the
mountain - but don't leave without exploring the other minature worlds in the
valley below, particularly Conga the gorilla's patch and the towering termite
mound.
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Treasure Trove Cove
A suspiciously lush world of sandy shores and sparkling waves, the Cove plays
home to such comically larger-than-life characters as Captain Blubber the
incompetent pirate and Nipper the giant hermit crab. The minor inhabitants are
less than friendly as you'll soon realise when a horde of snapping shellfish and
angry crabs comes scuttling and bouncing down the beach towards you!
Clanker's Cavern
Rusty old pipes and polluted pools of water certainly won't leave you with
a false sense of security when you're in Clanker's Cavern, which is just as
well because there are plenty of underwater challenges and vertigo-inducing
moments to keep you on your toes. The star of the level is Clanker himself,
Gruntilda's mechanical trash compactor, who's not particularly happy with
the way his life's going...
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Bubblegloop Swamp
This is where things start getting really unpleasant. Bubblegloop Swamp is dank,
smelly and dangerous - definitely Gruntilda's kind of place. There are friendly
faces amidst the gloom, however: you'll bump into Mumbo and the famous Tiptup
Choir, among others, which will hopefully make up for your dealings with the
piranha, poisonous swamp frogs and greedy Mr. Vile the crocodile!
Freezeezy Peak
The terrain is every bit as trecherous on Freezeezy Peak, where a missed
step on an icy slope can send you tumbling into a lake so cold it stings!
Stay alert, though, and you'll only have to deal with missile-hurling
snowmen, speeding sledge stunts and a bizzare fairy light odyssey from
box to tree... Still, at least Boggy the merry old polar bear is around to
keep your spirits up.
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Gobi's Valley
It's out of the refrigerator and into the fire as you plunge into this desert
world, where even Gobi himself is finding the heat too much to take - and
this coming from a camel! Take shelter in the Ancient Ones' pyramids and
meet Rubee the mysterious snake charmer, but beware the superheated
sand and mummified hands lurking under the surface when you venture
back out into the sun.
Mad Monster Mansion
Night has fallen permanently around the creepiest mansion house in existence
giving it a reputation which is entirely well deserved. The whole place i
crawling with ghosts, skeletons, bats and worse. Searching the old chapel,
basement, grounds (including the graveyard) and mansion itself is a hair-raising
business, but there's no backing out now if you're heart's set on rescuing
Tooty!
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Rusty Bucket Bay
The cackling old crone has even got her own ship, though you'd be right to
suspect that it's not the most cheerful vessel in the world. Everything on board
seems to have a grudge against you, from the goblin crew right down to the very
scenery including the funnels up on deck and the crates in the cargo hold! So be
on your guard when exploring the ship and its surrounding harbour...
Click Clock Wood
The last major world before you meet Gruntilda is one of the most
challenging of all. At the heart is an enormous tree which can be visited
during any of the four seasons featuring different puzzles and secrets
each time: help fat Nabnut the squirrel gather his nuts, tackle the spiky
problem of the wasps' nest and meet up with some familiar faces as you
prepare for your final confrontation!
And on...
Should you manage to overcome the hazards of every world and make your
way to the top of the Witch's Lair, you'll find that she certainly hasn't been
lazy all this time. She's been beavering away on a special little surprise
for her visitors - and nothing will have you prepared for the ultimate
challenge that Gruntilda now throws at your feet!
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night.
Copyright, 2002 CheatMan Inc.
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~CheatMan~